I am new using Iclone and Character Creator, I bought the pipeline licenses. I would like to know if it is possible to export characters with multiple clothing and accessories so that they can be swape in Unity at runtime. If so, Does anyone know of a tutorial or instructions on how to do it?

the easy way would to export the character out just make sure when you export character out that the mesh is not set to hide mesh when underclothing this way you can export it all out and take to maya or blender and put the clothing on a defrent layer and export the first layer by its self with out the clothing then export the clothing out next with out the character mesh given the clothing a skelton that would let you change the characters or change clothing it the custom character creator your making for your game heres a link how one does it in unreal would be same concept in unity but code would be done in c# or java https://www.youtube.com/watch?v=DpMP9rnuHXU&list=PLasxJJxmNTQNmnPYYxc7y_OhG8BxCpflf&index=17

You may create variants of the character with different clothes (which is suggested, since you increase the size of the asset folder, duplicating the main mesh, but you can delete anything that is below the clothing, saving a lot on the file size and memory when loading it into unity)

The other way is to export the figure naked to unity; then you export the figure with clothes on; to a 3d app;delete the character mesh leaving the bones and clothing only, so you have an invisible figure moving below the clothing; and export to unity. At that point, it is just a matter to add the clothing in the gameobject containing the naked figure, and they should match with your animation.

I'm running into a similiar issue. I've been able to dres a character in stacked clothing, export the avatar and enable and disable clothing item game objects within Unity.

To do this you need to get around the in CC3 tagging system that generally limits one shirt or shoes or pants at a time, by assigning the item and resetting the tag using "Transfer Skin Weights" and using the setting "Other". That way I've been able to stack a bunch of outfits. For Hair, I've generally had to "Convert to an Accessory".

However, there seems to be an arbitrary and not always consistent Limit to how many items you can get with this approach. I realized after an hour of frustration that at a certain point, adding a new layer would delete an existing item to "make room" in the hierarchy of clothes.

If anybody from RL could speak to what the limit on simultaneous items might be that would be glorious.

There are 20 clothing layers. If you look in the bottom-left corner of the clothing icons, there is a number showing what layer they are on. In the Conform panel there is a layer adjustment button at the bottom of the panel. So just make sure that you have set a piece of clothing to an unused layer before loading a new piece of clothing into that same layer.

But there is also another option that may work for you. See these videos for exporting just clothing or parts of the body mesh, while keeping it rigged to the skeleton.

I've not had much success with either approach using the Beta 2 version of the import script into Unity.

If I use Dpage's method of converting clothing to other with Transfer Skin Weights, then it removes the mesh. I.E. if I stack pants and shorts, when I remove the pants the lower part of the character's legs are missing when the shorts are visible. This happens even after going to each cloth layer settings and hitting the Reset Content Settings button which the docs indicate should cause it no longer auto hide the mesh. I think the problem is actually with InstaLOD which checks the delete hidden meshes checkbox in the export window and doesn't allow you to change it.

I have a little more success with Rampa's method, though I can't opt to embed textures, doing so always causes the model to loose textures no matter what options I select on the model for textures in Unity. If I instead export it like the tutorial for exporting characters then I get a proper looking article of clothing. However, it's offset in position and has to be adjusted which isn't a big deal. But it does have it's own bone structure, own animator, own animations and is still adding significantly to the file size.

Are there any other methods or suggestions on how to handle this, so that you can have LODs and have multiple clothing sets?

Thanks for the tutorials! I see you are always there to help. This is appreciated!

I am just wondering... This is a great option for CC3 Characters because you are fitting the clothes to the character before exporting so they match in unity later on. But I bought a whole bunch of clothes with export licenses from Reallusion and would love to use these clothes on Unity humanoid characters . Is there a way to do this?

Thanks for the tutorials! I see you are always there to help. This is appreciated!

I am just wondering... This is a great option for CC3 Characters because you are fitting the clothes to the character before exporting so they match in unity later on. But I bought a whole bunch of clothes with export licenses from Reallusion and would love to use these clothes on Unity humanoid characters . Is there a way to do this?

Thanks again.

Hi Jfrog,You can use this procedure for any clothing you have an export license for. So any CC clothing you have bought with the export. It can also work for any clothing you import and rig yourself, or transform from DAZ.

Glugsolro,Make sure to un-check the "Delete Hidden Mesh" button in the export panel.